During the production of Dark Alliance, i've decided to make what would populate half of the game in terms of rocks and cliffs.
The approach was simple, sculpting a batch of rocks and then blending them with a tileable rock Material. This was one of the tasks i enjoyed the most on the project.
The overall baking and texture pass was made in Substance Designer, as i wanted as much control as possible on the texture outputs to blend them with our material set up.
At the end there was more texture variations i proposed, but i decided to show the key one that were used.
Our main lighting artist for the Level Art Screenshots